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  1. #11
    Player
    Misteyes's Avatar
    Join Date
    Jul 2011
    Posts
    118
    Character
    Kerin Misteyes
    World
    Balmung
    Main Class
    Conjurer Lv 60
    The root of the issue actually is SE's netcode, as someone who's done games network programming (though I'm no expert on the subject - I only did it once and I did it badly).

    There are a number of things that you can do to reduce the perceived effect of latency.

    One practice (used in the Source engine), is that players perceive, and interact with, a game state that has already occurred. When a player lines up a shot in Counter Strike Source, they're actually shooting at where their target was a few frames ago. The server, however, knows how far behind they are, and where their target was at that time, so if they hit their target's past-self, their target is then informed that it was hit, in the present.

    It would be ideal for a PvE game like this one, since only one side would be delayed - the players interact with the "past-selves" of the enemies, but the enemies (since they're automated) don't need to interact with the past-selves of the players.

    I am fairly sure that this is how World of Warcraft manages to make PvE content seem lag-free, despite facing most of the same technical issues as this game does. (And why WoW's PvP does not have the same smoothness).
    (6)
    Last edited by Misteyes; 12-23-2013 at 03:53 PM.

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